STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Founded
31 March, 2017
Language
English
Location
United States 
Showing 41-50 of 57 entries
43
1
[ACCEPTED] [MISSION] Coaltown - Computer Crash
44
2
[ACCEPTED] [MISSION] Legerdemain - Castle Crush
Demo: https://testing.potato.tf/demos/mvm_legerdemain_a6c_rev_castle_crush-1647128625.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Scout (LASER ACE)
  • Soldier (Lemonee)
  • Pyro (Averagegamer)
  • Heavy (Cutemena)
  • Demo (DrCactus)
  • Medic (DaMno)

General Feedback:
  • The early waves went by really quickly, we were able to zoom to hatch after the control point barrier fell and camp spawn while waiting for the bomb to move up. Getting to hatch was gg and not too hard as the resistance on the way was pretty weak and there were no sentry guns to slow our advance.
  • This is attributable in part to the fact that we had a Conch Soldier with a Kritz pocket — those weapons definitely need a look at — but the earlier waves might have been overnerfed by you. Consider it.
  • In contrast to the relative breeziness of this run, the wave with the Giant Widowmakers and Phlogs still managed to kill several giants on our team and push us back behind the control point. This will likely roll randoms and the difficulty ought to be adjusted IMO.
  • Sometimes it was not possible to buy back for whatever reason.

New Weapons/Rebalance Feedback
  • Kritzkrieg: The faster relative build rate is probably fine since it doesn't protect the pocket and the patient like a stock uber does, but combined with the next custom weapon the guaranteed crits becomes absolutely obscene.
  • Barrage Mode: This weapon needs some serious rebalancing as in its current state it easily outclasses multiple other soldier primaries. If tap-fired it can shoot out way more rockets than stock rapid fire despite stock's infinite clip because of how large an increase Barrage has to its reload and firing speed. The projectile deviation penalty is not very punishing as the blistering amount of rockets you are able to put out make individual accuracy much less important. Its massive clip size and reload speed buff make it look way better than Burst Mode at outputting burst damage, at least on paper. In practice if you have a medic with the Kritzkrieg you can quickly load 20+ rockets into your chamber, pop kritz, then unleash a giant salvo of boosted rockets that easily demolishes any tank, boss, or cluster of giants in this mission.
  • Beggar's Bazooka: I didn't math it out but the time per rocket is likely the same as Barrage Mode, though the Beggar's is less strong with its smaller splash radius and clip size. Removing Barrage Mode and just having the Beggar's serve its role might be a solution to the former's OP-ness as (ignoring the current power differential between the two) they are both very similar weapons.
  • Original: I am not sure why this has about the same time per rocket as the Direct Hit when the Original is so much stronger without Kritz med support, with an actual splash radius and a damage bonus against giants. I would consider toning this weapon down.
  • Concheror: I would suggest reducing the duration of the Conch as it is easily the strongest of the three banners. The movement boost is far more relevant with slow base speed of giants and their greater damage potential means the percentage healing is also stronger. Also consider removing full buff on spawn as it allows the Conch to immediately roll out Soldier and his team with a speed boost.
  • Shortstop: Applying mad milk on demand is incredibly strong and can't really be balanced against any other primary in Scout's arsenal. This attribute ought to be changed.
  • Bat: The Sandman and Wrap Assassin are straight upgrades to the stock Bat.
  • Fish: Fish has no balance changes lol.
17
[ACCEPTED][MISSION] Cyberia - Arctic Arrangement
22
[ACCEPTED] [MISSION] Bigrock - Denominator
Demo: <https://testing.potato.tf/demos/mvm_bigrock_reverse_denominator-1646973573.zip>

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Soldier (Braindawg)
  • Heavy (Lemonee)
  • Pyro (Hell-met)
  • Sniper (Averagegamer)
  • Engi (Perpere)
  • ??? (Laughs-At-Dispensers)

Custom weapons approved:
  • Dustbowl Eagle
  • Budgie Booster
  • Tranquilizer Gun
  • Fire Retardant Suit
  • PDQ
  • Crossbow for Sniper
  • Fighter Rifle

New Weapons/Rebalance Feedback
  • Dustbowl Eagle - A decent anti-building option even when unupgraded.
  • Budgie Booster - Some decent mobility gain from sacrificing your secondary on the classes it's available on.
  • Tranquilizer Gun - A fair trade-off between taking down buildings faster yourself with your revolver versus stunning them for your teammates and supporting through marks.
  • Fire Retardant Suit - Boring but it has a niche.
  • Crossbow for Sniper - Nice ranged healing at the expense of damage potential. Can still put some good hurting on faraway buildings with ranged ramp up and on giants with headshots. Allows Sniper to serve as an alternative for Medic.
  • Fighter Rifle - Brainless in a sense as you're just holding down your M1 button on buildings/giants but fine balance-wise.

Wave 3:
  • The crit Super Scout wave that spawns if the tank dies is still a drag, largely because you have to wait for the super scouts to spawn then run over to the team. Even if this wave were excised or shortened there is already a "punishment" for teams that do not defend their tank because they have to take more time completing the wave as there is still the Giant Heater Heavy subwave immediately after. You can make the super scouts spawn faster or add something else to shoot at in this subwave — just make it less of a boring wait.

Wave 4:
  • You might want to check GShotgun horde at the end. It was fine because I went heavy with pene but it's still a lot of health to chew through without one. (feedback might be redundant with v3 changes)

Wave 5:
  • The Cloned Gauntlets can be a bit uninteresting and a little long to take down, basically being giant HP walls you have to work through before getting to the rest of the wave.
  • The finale is still a little lackluster comparatively, basically just being an escort of one single gauntlet against other gauntlets plus shield meds (especially if Sire is killed before the BLU gauntlet spawns). A suggestion made was to change this BLU gauntlet to a weaker Captain Punch and then scale the RED bot threat accordingly.
27
[ACCEPTED][MISSION] Chateau - Remedic
11
[ACCEPTED] [MISSION] Nightsky - Mountain of Fear
22
[REJECTED] [MISSION] Underworld - Diamanthandel
15
1
[ACCEPTED] [MISSION] Silentsky Event / Nightsky - Nightsky Nightmare
18
[ACCEPTED] [MISSION] Whitecliff Event - Coastal Cadaver
9
[ACCEPTED] [MISSION] Bigrock Event - Brain Taker
Showing 41-50 of 57 entries